Whatsasl
Whatsasl
Whatsasl
WHAT IS ADVANCED SQUAD LEADER? If you have already played SL and want to learn ASL it is
Advanced Squad Leader (ASL) is a wargame system which important not to make any assumptions. If you find yourself flipping
can simulate any company or battalion-level ground action (or through the ASLRB trying to find a rule you’re “sure” you read
scenario) from any theater of WWII. somewhere, chances are you may be thinking of a SL rule instead.
Playing pieces (counters) represent squads, half-squads and
crews, plus individual leaders, heroes, vehicles and guns for every
major and minor nation from WWII. Many geomorphic mapboards WHAT DO I NEED TO PLAY ASL?
and terrain overlays are available to represent the battlefield over The bare minimum required is the ASL Rulebook (ASLRB),
which these pieces are manoeuvred. Over 1,200 scenarios are boards 1 to 4, and either Beyond Valor or Paratrooper. You’ll also
currently available covering a wide range of actions from WWII and need at least two (preferably four) six-sided dice of different colours
the surrounding years. The game also allows players to design their (dice are provided in Beyond Valor), some cotton thread or string
own scenarios using the many copious historical notes provided. (for tracing Line of Sight), and somewhere to set it all up! If you
It is quite possible to play nothing but ASL for the rest of cannot find anyone to play against Solitaire ASL contains a set of
your life, and you still might not get to explore every facet of the rules for solo play.
game. This booklet contains a cut down set of rules to play a basic
infantry attack. Should you venture onto the ASLRB you will find a
variety of infantry support weapons, such as machine guns, flame
IS ASL LIKE SQUAD LEADER? throwers and demolition charges are introduced, as is the important
Before ASL, there was Squad Leader (SL). SL was so popular concept of elevation, allowing units on hills and tall buildings to
that it was followed by Cross of Iron (COI), then Crescendo of have see over obstacles. Over thirty other terrain types are
Doom (COD) and finally GI:Anvil of Victory (GI). Each of these introduced, including walls and hedges, brush, orchard, streams and
required that you owned all the previous ones, and provided additional water obstacles, and many new building types. Ordnance, in the
rules, revisions of old rules, and new boards and counters. The form of artillery, anti-tank guns, mortars and others are introduced,
result was something of an administrative nightmare: important rules while the vehicle rules allow a player to command anything from
were scattered through several rules books, early parts of the system lowly unarmed trucks and jeeps to the mighty King Tiger. The West
didn’t sit well with later ones, and it became obvious that things of Alamein module introduces rules for desert warfare, while Code
couldn’t go on this way. So, ASL was born. A complete revision of Bushido deals with the Pacific, and Gung Ho! allows players to
from the ground up, with all new rules and components that were recreate amphibious assaults.
based on the SL system but clearly separate to them. For further information contact Multi-Man Publishing LLC,
SL (without the add-ons) remains an excellent game, though it 403 Headquarters Drive, Suite 7, Millersville, MD 21108.
is much simpler and more abstract than the ASL system. However, Telephone 410-729-3334 or email
there are so many differences in detail between the SL rules and the sales@multimanpublishing.com.
ASL rules that learning SL can actually hinder your ASL development.
THE GAME COMPONENTS units. A broken unit may attempt to rally as long as an unbroken
The map represents the battlefield. Superimposed over the leader is present in the same hex; broken leaders may attempt Self-
map is a hex grid used to measure movement/range to an abstracted Rally if no unbroken leaders are in the same hex. To rally, a broken
scale of 40 meters per hex. This is used to regulate movement and unit must make a DR ≤ the morale number on its broken side. There
combat, much like the squares on a chess-board. Each hex contains is a +4 DRM if the unit is suffering from Desperation Morale (see
a specific type of terrain which affects movement and attacks in or below), a -1 DRM if the unit is in woods or a building, and a DRM
through that hex. Typical terrain types include Open Ground, Roads, equal to the leadership modifier of the leader attempting to rally the
Woods and buildings. A dot marks the center of the hex, which is broken unit. A leader attempting to Self Rally may not apply his
used for determining if units can see each other. Each hex contains its leadership modifier, and also suffers a +1 Self Rally DRM.
own identifying grid co-ordinate. If more than one unbroken friendly leader is present in a hex,
The counters represent the units and markers used in the the player may choose which one make the Rally attempts.
game. There are many types of units in ASL but only three are dealt If the only leader stacked with a broken unit(s) is himself
with here. The silhouette shows the type of unit while the numbers broken but makes his Self Rally DR he may then attempt to rally
show its capabilities. Squads have three men silhouetted on the the other broken units in that RPh.
counter, Half Squads (HS) have two men silhouetted on the counter) There is no penalty for failing a Rally attempt, unless the unit
(squads and HS are collectively known as Multi-Man Counters, or rolls an Original 12 DR, in which case it is eliminated [Exception: a
MMC), and leaders (one type of Single Man Counter, or SMC) squad is replaced by a broken HS].
have a single man silhouetted on the counter. The reverse of each No unit may attempt to rally more than once per Player
unit is its broken side. Examples of all three are shown below. Turn. However, one leader may attempt to rally all the broken units
ASL uses dice to determine whether many actions succeed or in his hex.
fail. The term “dr” refers to the roll of a six-sided die while the term A unit which breaks during a player turn (even voluntarily),
“DR” refers to the roll of a pair of dice, one white and the other is temporarily affected by Desperation Morale (DM), and has a
coloured, which are then added together. The term “drm” refers to DM counter placed on it. In addition, a broken unit not currently
die roll modifier, while the term “DRM” refers to Dice Roll Modifier. marked with a DM counter suffers the same penalty if it is attacked
drm/DRM are added to a dr/DR. Unless the rules specifically state by enough FP to possibly inflict at least a NMC result on it (see
otherwise, all applicable DRM/drm are cumulative. An Original below), or it becomes adjacent to an enemy unit (even if the two do
DR/dr is one before the addition of modifiers; the Final DR/dr is a not end the phase adjacent to each other). DM has no effect on a
DR/dr after the addition of all modifiers. unit other than adding a +4 DRM to any Rally attempts. All DM
counters are removed at the end of the RPh, although a unit may opt
to retain its DM status provided it is not in a woods/building so as
to guarantee its ability to rout again in the next RtPh.
SEQUENCE OF PLAY
The game is played in a series of Game Turns (which represent
about two minutes of actual time) each consisting of two Player
PREP FIRE PHASE (PFPh)
Fire attacks are the main process by which a unit attacks
enemy units. The ATTACKER conducts fire attacks in the PFPh
and AFPh and the DEFENDER in the MPh and the DFPh by the
DEFENDER. No unit can fire more than once per Player Turn, but
otherwise a player may fire all, some, or none of his units in any
applicable fire phase.
A unit can only fire at a unit in a different hex if it has a Line
Turns of eight Phases each. of Sight (LOS) to it. This is determined by stretching a sewing
Rally Phase (abbreviated to RPh) thread taut between the center of the firing hex and the center of the
Prep Fire Phase (PFPh) target hex. If the thread does not cross a woods or building terrain
Movement Phase (MPh) depiction between the target and firing hexes (with the obstruction
Defensive Fire Phase (DFPh) visible on both sides of the thread) there is a clear LOS between the
Advancing Fire Phase (AFPh) two hexes. If players still cannot agree whether a LOS is blocked or
Rout Phase (RtPh) not, the matter is resolved by a dr: 1-3 LOS is not blocked; 4-6 it is
Advance Phase (APh) blocked. The terrain in a firer’s hex never blocks LOS traced from its
Close Combat Phase (CCPh) hex center dot, nor does the presence of units in a hex. Attacks can
The CCPh ends a Player Turn. The other player repeats be traced through units in intervening hexes without affecting them
these phases for his Player Turn, at which point one complete unless specified otherwise.
Example: A unit has a LOS from L6 to F6, but not to F7.
Game Turn is finished.
Neither player may make LOS checks until after an attack has
The terms ATTACKER and DEFENDER, when printed in
been declared. Should the LOS check for an attack reveal a blocked
all CAPITAL letters, each refer to one of the players. The
LOS, the units which were to have made the attack are still considered
ATTACKER is the player whose Player Turn is currently being
to have fired for all purposes (they thought they saw something);
played and is therefore capable of movement. The other player is
that fire would not generate DM status nor affect units in the obstacle
the DEFENDER.
that blocked the LOS.